The txc-dxtn library implements the patented S3 Texture Compression
algorithm.
By default it won't be used but we add the possibility of setting the
USE_TXC_DXTN variable to yes in the travis web UI so it will be
installed and used for the scons tests.
Cc: Eric Anholt <eric@anholt.net>
Cc: Rhys Kidd <rhyskidd@gmail.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
[Emil Velikov: keep the LIB prefix, drop the LD_LIBRARY_PATH, fold URL]
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Trusty's LLVM toochain repository was whitelisted some time ago. See:
479067c5e7
Signed-off-by: Andres Gomez <agomez@igalia.com>
[Emil Velikov]
- set sudo to false
- reference the Trusty change (Rhys)
- keep libedit-dev
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Some of the libraries may be dlopened, which may not always work due to
the non-standard prefix that we're using.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Andres Gomez <agomez@igalia.com>
We do not need to restrict WGL_BIND_TO_TEXTURE_RGB_ARB to
RGB visuals only. It can be supported with RGBA visuals as well.
This fixes the early exit of cinebench-r15-test trace.
Tested with cinebench-r15, piglit, glretrace.
Reviewed-by: Brian Paul <brianp@vmware.com>
If texture is imported and templ format is sRGB, use compatible sRGB format
to the imported texture format while creating surface view.
tested with MTT piglit, glretrace, viewperf and conform
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
This function will return compatible svga srgb format for corresponding
linear format
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
This patch will allow driver to choose srgb capable FBconfig
if GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB attribute is 1
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
dri3 is a bit sloppy about its format compatibility requirements, so add
a possibility to import xrgb surfaces as argb textures and vice versa.
At the same time, make the svga_texture_from_handle() function a bit more
readable and fix the error path where we leaked a winsys surface.
v2: Addressed review comments by Brian.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Small fetch performance optimization - use gather instruction
for odd format fetch instead of slow emulated code.
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
Misplaced #endif preventing depth and stencil hot tile pointers
from incrementing in SIMD16 8x2 configuration of BackendPixelRate.
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
Frontend - reduce simdvertex/simd16vertex stack usage for VS output in
ProcessDraw, fixes stack overflow in some of the deeper call stacks under
SIMD16.
1. Move the vertex store out of PA_FACTORY, and off the stack
2. Allocate the vertex store out of the aligned heap (pointer is
temporarily stored in TLS, but will be migrated to thread pool
along with other frontend temporary buffers).
3. Grow the vertex store as necessary for the number of verts per
primitive, in chunks of 8/4 simdvertex/simd16vertex
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
Disabling buffer overrun warning for Assemble(uint32_t slot,
simdvector *verts) due to what looks like a MSVC compiler bug
when compiling the SIMD16 FE.
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
Ability to allocate space for an arbitrary number (at compile time)
of positions in the vertex layout.
Removes KNOB_NUM_ATTRIBUTES from knobs.h, replaces the VTX slot
number #defines with the SWR_VTX_SLOTS enum (which contains
replacement for NUM_ATTRIBUTES: SWR_VTX_NUM_SLOTS)
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
We already have BRW_NEW_BATCH, which completely covers all the cases
that BRW_NEW_CONTEXT would handle. Drop it.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Gen4-5 and Gen8+ already set this, but Gen6-7.5 did not. We ought to
be consistent - the answer depends on the API, not the hardware generation.
The Sandybridge PRM says about RASTRULE_UPPER_RIGHT:
"To match OpenGL point rasterization rules (round to +infinity, where
this is the upper right direction wrt OpenGL screen origin of lower
left).
So this is likely the one we should use.
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
We set this unconditionally on every other platform. Zero (Manhattan)
isn't even listed as an option in the Sandybridge docs - only "true".
Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
The original Broadwater and Crestline platforms computed antialiased
line distances using "manhattan" distance, aka a + b = c. Eaglelake
and Cantiga added "true" distance, which apparently does something
like max(a, b) + min(a, b) / 4. Not exactly "true", but at least
more accurate.
The G45 documentation indicates that the old manhattan distance setting
is "only for debug purposes" and should never be used. The Ironlake
documentation no longer mentions AALINEDISTANCE_MANHATTAN, though it
does still contain the narrative about the feature.
At any rate, we should use the more accurate mode.
Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Basically, don't load GRID_SIZE or BLOCK_SIZE if they are unused, determine
whether to load BLOCK_ID for each component separately, and set the number
of THREAD_ID VGPRs to load. Now we should get the maximum CS launch wave
rate in most cases.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
LLVM 5.0 removes s_barrier instructions if the max-work-group-size
attribute is not set. What a surprise.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This removes s_load_dword latency for tess rings.
We need just 1 SGPR for the address if we use 64K alignment. The final asm
for recreating the descriptor is:
// s2 is (address >> 16)
s_mov_b32 s3, 0
s_lshl_b64 s[4:5], s[2:3], 16
s_mov_b32 s6, -1
s_mov_b32 s7, 0x27fac
v2: bitcast the descriptor type from v2i64 to v4i32
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The use of PrimID in the pixel shader is too rare to deserve such
a sizable support code.
The initial idea of the VS epilog was to move the clipping code there and
remove it based on states, but optimized variants are now used to do that
and are easier to support, so the VS epilog has turned out to be not so
useful.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Tentatively enable it, expecting the scratch buffer support to be done before
the next Mesa release.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The 2nd shader of merged shaders should take a reference of the 1st shader.
The next commit will do that.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>